/*
* Copyright (C) 1997-2001 Id Software, Inc.
* 
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
* 
* See the GNU General Public License for more details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*  
*/

// Created on 13.11.2003 by RST.
// $Id: M_Gladiator.java,v 1.4 2005/11/20 22:18:33 salomo Exp $
using System;
using Defines = Suake2.UI.Defines;
using Suake2.UI.game;
using EntDieAdapter = Suake2.UI.game.EntDieAdapter;
using EntInteractAdapter = Suake2.UI.game.EntInteractAdapter;
using EntPainAdapter = Suake2.UI.game.EntPainAdapter;
using EntThinkAdapter = Suake2.UI.game.EntThinkAdapter;
using GameAI = Suake2.UI.game.GameAI;
using GameBase = Suake2.UI.game.GameBase;
using GameUtil = Suake2.UI.game.GameUtil;
using Monster = Suake2.UI.game.Monster;
using edict_t = Suake2.UI.game.edict_t;
using mframe_t = Suake2.UI.game.mframe_t;
using mmove_t = Suake2.UI.game.mmove_t;
using Lib = Suake2.UI.util.Lib;
using Math3D = Suake2.UI.util.Math3D;
namespace Suake2.UI.game.monsters
{
	
	public class M_Gladiator
	{
		public M_Gladiator()
		{
			InitBlock();
		}
		public class AnonymousClassEntThinkAdapter:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_idle";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_idle, 1, Defines.ATTN_IDLE, 0);
				return true;
			}
		}
		public class AnonymousClassEntInteractAdapter:EntInteractAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_sight";
				}
				
			}
			public override bool interact(edict_t self, edict_t other)
			{
				
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_sight, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter1:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_search";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_search, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter2:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_cleaver_swing";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Gladiator.sound_cleaver_swing, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter3:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_stand";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_stand;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter4:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_walk";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_walk;
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter5:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_run";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_stand;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_run;
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter6:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "GaldiatorMelee";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				float[] aim = new float[]{0, 0, 0};
				
				Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], - 4);
				if (GameWeapon.fire_hit(self, aim, (20 + (Lib.rand() % 5)), 300))
					GameBase.gi.sound(self, Defines.CHAN_AUTO, jake2.game.monsters.M_Gladiator.sound_cleaver_hit, 1, Defines.ATTN_NORM, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_AUTO, jake2.game.monsters.M_Gladiator.sound_cleaver_miss, 1, Defines.ATTN_NORM, 0);
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter7:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_melee";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_attack_melee;
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter8:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "GladiatorGun";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				float[] start = new float[]{0, 0, 0};
				
				float[] dir = new float[]{0, 0, 0};
				float[] forward = new float[]{0, 0, 0}, right = new float[]{0, 0, 0};
				
				Math3D.AngleVectors(self.s.angles, forward, right, null);
				Math3D.G_ProjectSource(self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
				
				// calc direction to where we targted
				Math3D.VectorSubtract(self.pos1, start, dir);
				Math3D.VectorNormalize(dir);
				
				Monster.monster_fire_railgun(self, start, dir, 50, 100, Defines.MZ2_GLADIATOR_RAILGUN_1);
				
				return true;
			}
		}
		public class AnonymousClassEntThinkAdapter9:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_attack";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				float range;
				float[] v = new float[]{0, 0, 0};
				
				// a small safe zone
				Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v);
				range = Math3D.VectorLength(v);
				if (range <= (Defines.MELEE_DISTANCE + 32))
					return true;
				
				// charge up the railgun
				GameBase.gi.sound(self, Defines.CHAN_WEAPON, jake2.game.monsters.M_Gladiator.sound_gun, 1, Defines.ATTN_NORM, 0);
				Math3D.VectorCopy(self.enemy.s.origin, self.pos1);
				//save for aiming the shot
				self.pos1[2] += self.enemy.viewheight;
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_attack_gun;
				return true;
			}
		}
		public class AnonymousClassEntPainAdapter:EntPainAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_pain";
				}
				
			}
			public override void  pain(edict_t self, edict_t other, float kick, int damage)
			{
				
				if (self.health < (self.max_health / 2))
					self.s.skinnum = 1;
				
				if (GameBase.level.time < self.pain_debounce_time)
				{
					if ((self.velocity[2] > 100) && (self.monsterinfo.currentmove == jake2.game.monsters.M_Gladiator.gladiator_move_pain))
						self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_pain_air;
					return ;
				}
				
				self.pain_debounce_time = GameBase.level.time + 3;
				
				if (Lib.random() < 0.5)
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_pain1, 1, Defines.ATTN_NORM, 0);
				else
					GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_pain2, 1, Defines.ATTN_NORM, 0);
				
				if (GameBase.skill.value_Renamed == 3)
					return ; // no pain anims in nightmare
				
				if (self.velocity[2] > 100)
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_pain_air;
				else
					self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_pain;
			}
		}
		public class AnonymousClassEntThinkAdapter10:EntThinkAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_dead";
				}
				
			}
			public override bool think(edict_t self)
			{
				
				Math3D.VectorSet(self.mins, - 16, - 16, - 24);
				Math3D.VectorSet(self.maxs, 16, 16, - 8);
				self.movetype = Defines.MOVETYPE_TOSS;
				self.svflags |= Defines.SVF_DEADMONSTER;
				self.nextthink = 0;
				GameBase.gi.linkentity(self);
				return true;
			}
		}
		public class AnonymousClassEntDieAdapter:EntDieAdapter
		{
			override public System.String ID
			{
				get
				{
					return "gladiator_die";
				}
				
			}
			public override void  die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
			{
				int n;
				
				//	check for gib
				if (self.health <= self.gib_health)
				{
					GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
					for (n = 0; n < 2; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, Defines.GIB_ORGANIC);
					for (n = 0; n < 4; n++)
						GameMisc.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
					GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
					self.deadflag = Defines.DEAD_DEAD;
					return ;
				}
				
				if (self.deadflag == Defines.DEAD_DEAD)
					return ;
				
				//	regular death
				GameBase.gi.sound(self, Defines.CHAN_VOICE, jake2.game.monsters.M_Gladiator.sound_die, 1, Defines.ATTN_NORM, 0);
				self.deadflag = Defines.DEAD_DEAD;
				self.takedamage = Defines.DAMAGE_YES;
				
				self.monsterinfo.currentmove = Suake2.UI.game.monsters.M_Gladiator.gladiator_move_death;
			}
		}
		private void  InitBlock()
		{
			gladiator_frames_stand = new mframe_t[]{new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null), new mframe_t(GameAI.ai_stand, 0, null)};
			gladiator_frames_walk = new mframe_t[]{new mframe_t(GameAI.ai_walk_Renamed_Field, 15, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 7, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 6, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 0, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 12, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 5, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 2, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 1, null), new mframe_t(GameAI.ai_walk_Renamed_Field, 8, null)};
			gladiator_frames_run = new mframe_t[]{new mframe_t(GameAI.ai_run, 23, null), new mframe_t(GameAI.ai_run, 14, null), new mframe_t(GameAI.ai_run, 14, null), new mframe_t(GameAI.ai_run, 21, null), new mframe_t(GameAI.ai_run, 12, null), new mframe_t(GameAI.ai_run, 13, null)};
			gladiator_frames_attack_melee = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			gladiator_frames_attack_gun = new mframe_t[]{new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GladiatorGun), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null)};
			gladiator_frames_pain = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			gladiator_frames_pain_air = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
			gladiator_frames_death = new mframe_t[]{new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null), new mframe_t(GameAI.ai_move_Renamed_Field, 0, null)};
		}
		
		//	This file generated by ModelGen - Do NOT Modify
		
		public const int FRAME_stand1 = 0;
		
		public const int FRAME_stand2 = 1;
		
		public const int FRAME_stand3 = 2;
		
		public const int FRAME_stand4 = 3;
		
		public const int FRAME_stand5 = 4;
		
		public const int FRAME_stand6 = 5;
		
		public const int FRAME_stand7 = 6;
		
		public const int FRAME_walk1 = 7;
		
		public const int FRAME_walk2 = 8;
		
		public const int FRAME_walk3 = 9;
		
		public const int FRAME_walk4 = 10;
		
		public const int FRAME_walk5 = 11;
		
		public const int FRAME_walk6 = 12;
		
		public const int FRAME_walk7 = 13;
		
		public const int FRAME_walk8 = 14;
		
		public const int FRAME_walk9 = 15;
		
		public const int FRAME_walk10 = 16;
		
		public const int FRAME_walk11 = 17;
		
		public const int FRAME_walk12 = 18;
		
		public const int FRAME_walk13 = 19;
		
		public const int FRAME_walk14 = 20;
		
		public const int FRAME_walk15 = 21;
		
		public const int FRAME_walk16 = 22;
		
		public const int FRAME_run1 = 23;
		
		public const int FRAME_run2 = 24;
		
		public const int FRAME_run3 = 25;
		
		public const int FRAME_run4 = 26;
		
		public const int FRAME_run5 = 27;
		
		public const int FRAME_run6 = 28;
		
		public const int FRAME_melee1 = 29;
		
		public const int FRAME_melee2 = 30;
		
		public const int FRAME_melee3 = 31;
		
		public const int FRAME_melee4 = 32;
		
		public const int FRAME_melee5 = 33;
		
		public const int FRAME_melee6 = 34;
		
		public const int FRAME_melee7 = 35;
		
		public const int FRAME_melee8 = 36;
		
		public const int FRAME_melee9 = 37;
		
		public const int FRAME_melee10 = 38;
		
		public const int FRAME_melee11 = 39;
		
		public const int FRAME_melee12 = 40;
		
		public const int FRAME_melee13 = 41;
		
		public const int FRAME_melee14 = 42;
		
		public const int FRAME_melee15 = 43;
		
		public const int FRAME_melee16 = 44;
		
		public const int FRAME_melee17 = 45;
		
		public const int FRAME_attack1 = 46;
		
		public const int FRAME_attack2 = 47;
		
		public const int FRAME_attack3 = 48;
		
		public const int FRAME_attack4 = 49;
		
		public const int FRAME_attack5 = 50;
		
		public const int FRAME_attack6 = 51;
		
		public const int FRAME_attack7 = 52;
		
		public const int FRAME_attack8 = 53;
		
		public const int FRAME_attack9 = 54;
		
		public const int FRAME_pain1 = 55;
		
		public const int FRAME_pain2 = 56;
		
		public const int FRAME_pain3 = 57;
		
		public const int FRAME_pain4 = 58;
		
		public const int FRAME_pain5 = 59;
		
		public const int FRAME_pain6 = 60;
		
		public const int FRAME_death1 = 61;
		
		public const int FRAME_death2 = 62;
		
		public const int FRAME_death3 = 63;
		
		public const int FRAME_death4 = 64;
		
		public const int FRAME_death5 = 65;
		
		public const int FRAME_death6 = 66;
		
		public const int FRAME_death7 = 67;
		
		public const int FRAME_death8 = 68;
		
		public const int FRAME_death9 = 69;
		
		public const int FRAME_death10 = 70;
		
		public const int FRAME_death11 = 71;
		
		public const int FRAME_death12 = 72;
		
		public const int FRAME_death13 = 73;
		
		public const int FRAME_death14 = 74;
		
		public const int FRAME_death15 = 75;
		
		public const int FRAME_death16 = 76;
		
		public const int FRAME_death17 = 77;
		
		public const int FRAME_death18 = 78;
		
		public const int FRAME_death19 = 79;
		
		public const int FRAME_death20 = 80;
		
		public const int FRAME_death21 = 81;
		
		public const int FRAME_death22 = 82;
		
		public const int FRAME_painup1 = 83;
		
		public const int FRAME_painup2 = 84;
		
		public const int FRAME_painup3 = 85;
		
		public const int FRAME_painup4 = 86;
		
		public const int FRAME_painup5 = 87;
		
		public const int FRAME_painup6 = 88;
		
		public const int FRAME_painup7 = 89;
		
		public const float MODEL_SCALE = 1.000000f;
		
		internal static int sound_pain1;
		
		internal static int sound_pain2;
		
		internal static int sound_die;
		
		internal static int sound_gun;
		
		internal static int sound_cleaver_swing;
		
		internal static int sound_cleaver_hit;
		
		internal static int sound_cleaver_miss;
		
		internal static int sound_idle;
		
		internal static int sound_search;
		
		internal static int sound_sight;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_idle' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_idle;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_sight' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntInteractAdapter gladiator_sight;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_search' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_search;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_cleaver_swing' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_cleaver_swing;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_stand' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_stand;
		
		internal static mmove_t gladiator_move_stand = new mmove_t(FRAME_stand1, FRAME_stand7, gladiator_frames_stand, null);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_stand' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_stand;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_walk' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_walk;
		
		internal static mmove_t gladiator_move_walk = new mmove_t(FRAME_walk1, FRAME_walk16, gladiator_frames_walk, null);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_walk' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_walk;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_run' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_run;
		
		internal static mmove_t gladiator_move_run = new mmove_t(FRAME_run1, FRAME_run6, gladiator_frames_run, null);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_run' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_run;
		
		//UPGRADE_NOTE: The initialization of  'GaldiatorMelee' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter GaldiatorMelee;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_attack_melee' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_attack_melee;
		
		internal static mmove_t gladiator_move_attack_melee = new mmove_t(FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_melee' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_melee;
		
		//UPGRADE_NOTE: The initialization of  'GladiatorGun' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter GladiatorGun;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_attack_gun' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_attack_gun;
		
		internal static mmove_t gladiator_move_attack_gun = new mmove_t(FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_attack' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_attack;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_pain' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_pain;
		
		internal static mmove_t gladiator_move_pain = new mmove_t(FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_pain_air' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_pain_air;
		
		internal static mmove_t gladiator_move_pain_air = new mmove_t(FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_pain' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntPainAdapter gladiator_pain;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_dead' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntThinkAdapter gladiator_dead;
		
		//UPGRADE_NOTE: The initialization of  'gladiator_frames_death' was moved to method 'InitBlock'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static mframe_t[] gladiator_frames_death;
		
		internal static mmove_t gladiator_move_death = new mmove_t(FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead);
		
		//UPGRADE_NOTE: The initialization of  'gladiator_die' was moved to static method 'jake2.game.monsters.M_Gladiator'. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1005'"
		internal static EntDieAdapter gladiator_die;
		
		/*
		* QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush
		* Trigger_Spawn Sight
		*/
		public static void  SP_monster_gladiator(edict_t self)
		{
			if (GameBase.deathmatch.value_Renamed != 0)
			{
				GameUtil.G_FreeEdict(self);
				return ;
			}
			
			sound_pain1 = GameBase.gi.soundindex("gladiator/pain.wav");
			sound_pain2 = GameBase.gi.soundindex("gladiator/gldpain2.wav");
			sound_die = GameBase.gi.soundindex("gladiator/glddeth2.wav");
			sound_gun = GameBase.gi.soundindex("gladiator/railgun.wav");
			sound_cleaver_swing = GameBase.gi.soundindex("gladiator/melee1.wav");
			sound_cleaver_hit = GameBase.gi.soundindex("gladiator/melee2.wav");
			sound_cleaver_miss = GameBase.gi.soundindex("gladiator/melee3.wav");
			sound_idle = GameBase.gi.soundindex("gladiator/gldidle1.wav");
			sound_search = GameBase.gi.soundindex("gladiator/gldsrch1.wav");
			sound_sight = GameBase.gi.soundindex("gladiator/sight.wav");
			
			self.movetype = Defines.MOVETYPE_STEP;
			self.solid = Defines.SOLID_BBOX;
			self.s.modelindex = GameBase.gi.modelindex("models/monsters/gladiatr/tris.md2");
			Math3D.VectorSet(self.mins, - 32, - 32, - 24);
			Math3D.VectorSet(self.maxs, 32, 32, 64);
			
			self.health = 400;
			self.gib_health = - 175;
			self.mass = 400;
			
			self.pain = gladiator_pain;
			self.die = gladiator_die;
			
			self.monsterinfo.stand = gladiator_stand;
			self.monsterinfo.walk = gladiator_walk;
			self.monsterinfo.run = gladiator_run;
			self.monsterinfo.dodge = null;
			self.monsterinfo.attack = gladiator_attack;
			self.monsterinfo.melee = gladiator_melee;
			self.monsterinfo.sight = gladiator_sight;
			self.monsterinfo.idle = gladiator_idle;
			self.monsterinfo.search = gladiator_search;
			
			GameBase.gi.linkentity(self);
			self.monsterinfo.currentmove = gladiator_move_stand;
			self.monsterinfo.scale = MODEL_SCALE;
			
			GameAI.walkmonster_start.think(self);
		}
		static M_Gladiator()
		{
			gladiator_idle = new AnonymousClassEntThinkAdapter();
			gladiator_sight = new AnonymousClassEntInteractAdapter();
			gladiator_search = new AnonymousClassEntThinkAdapter1();
			gladiator_cleaver_swing = new AnonymousClassEntThinkAdapter2();
			gladiator_stand = new AnonymousClassEntThinkAdapter3();
			gladiator_walk = new AnonymousClassEntThinkAdapter4();
			gladiator_run = new AnonymousClassEntThinkAdapter5();
			GaldiatorMelee = new AnonymousClassEntThinkAdapter6();
			gladiator_melee = new AnonymousClassEntThinkAdapter7();
			GladiatorGun = new AnonymousClassEntThinkAdapter8();
			gladiator_attack = new AnonymousClassEntThinkAdapter9();
			gladiator_pain = new AnonymousClassEntPainAdapter();
			gladiator_dead = new AnonymousClassEntThinkAdapter10();
			gladiator_die = new AnonymousClassEntDieAdapter();
		}
	}
}